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[Fallout] 官方Fallout3 25 问 --- 不能杀小孩!

本主题由 m_hunter 于 2008-7-15 22:30 解除高亮

官方Fallout3 25 问 --- 不能杀小孩!

我懒得翻译了,大家在下面讨论吧。

要说的

1。内容没有Fallout1,2的开放,比如 XX,XX,XX等等等等。。。看1
2。小孩都是无敌的。

另外,最不能让人忍受的是,关键NPC也是无敌的,也就是说,你杀不死他们,最多像是 老头滚动条 一样,他们会晕倒。。。。这她奶奶的还叫什么辐射!!!鄙视Bethsoft。。。。

如果有战士作了雷锋,请大家给他/她 瓶盖 若干

1) Which of the following, if any, will be featured in Fallout3; Romance, Sex, Homosexuality, Nudity, Prostitution, Slavery, Cannibalism, Children, Child killings, drugs, addictions? And of the things that won't be featured, can you explain why they won't be included in the game?

It touches on most of those. Slavery, children, drugs and addiction more than the others, as those factor for into the setting more. In regards to nudity and child killings, no, it features neither of those, as they don't really add to the flavor of the game (I'll get into children in the next question more). I think if you look at Fallout 1, and the footprint it has with the topics you ask about, Fallout 3 is pretty much the same, in that it features the types of things you mention at about the same rate, no more, no less. Drugs and drug addiction play a larger role perhaps, as it's a key gameplay device. I think the heart of this question is "has the harshness and maturity of the world of Fallout 3 been tempered from the earlier games?" and I can certainly say "No, it hasn't been."


2) Are children and otherwise non essential or non-quest related NPC's vulnerable or invulnerable to accidental or purposeful (deadly) harm? And how about quest essential people? Please elaborate as much as you can, especially on why you choose to do it that way.

You will not be able to be a child killer. There are several reasons for this, some of them are very basic, like we wouldn't be able to sell the game, anywhere to anyone, if the children could be killed. I'm not using that as a scapegoat. We never wanted the game to offer any incentive or desire to be blowing kids away, so from our initial designs, we didn't know how we were going to handle if you shot them, we just knew it was going to be a big no-no, especially with a system like VATS and the graphic fidelity the gore has. Anyway, when attacked, all children flee and any regular NPCs friendly to the children will instantly attack you, so it feels good in the game, in that there is an appropriate response.

In regards to essential NPCs, it works like Oblivion, in that when they "die" they get knocked "unconscious" and get up a little while later. It worked well in Oblivion, so we kept that system, as you can still attack everyone that you want, and get at least a small benefit (being able to avoid them while they are down). I will say that the number of essential characters is minute compared to Oblivion and we've gone to pretty big lengths to cover a lot of people's deaths, but sometimes that's just not possible.


3) Could you outline your thoughts on the matter of ensuring that choices and consequences provided by the various quests within your game are crafted so as to be more nonlinear than simply the superficial choice between "good, bad and neutral"/"affirmative, negative and nothing?" Also, will there be other aspects to choices in Fallout 3? Political? Philosophical? Exactly how far will you go with the player's moral freedom, the "gray" solutions?

That really depends on the quest, so it's hard to say. There are certainly some that are clearly good/bad, like blowing up Megaton. It's clearly bad to nuke an entire town. It's clearly bad to kill innocent people throughout the game, and your karma is affected. It's also clearly good to help people in need, giving to charity, passing out clean water, and more. Those are specific examples in the game. I think many people want to play "good" and want to play "evil". Both are fun in different ways. The gray area comes into several quests, where the situation is just "bad". Some feel like no-win situations and they come across as "make a hard choice." I think that's where it feels best honestly, but we do need to mix it up between that and simpler good/bad.


4) Are most of the non-human entities in the game of hostile intent, or can some be reasoned with, or even recruited as companions under the right circumstances?

Most are hostile, but not all. Yes, some can be reasoned with and even hired.


5). Will crimes committed in one place automatically be known everywhere and by everyone? Or is this limited to the zone the PC committed the deed in?

It's limited to the faction you did the crime to, and we also put towns into their own faction. So a crime committed in one town will not affect another, but crimes committed to a group will be known to that group (say the Brotherhood of Steel) throughout the world.


6) Would you take us through a hypothetical dialog tree that demonstrates the typical choices made available to the player?

I don't have enough space to really do that. They are big. If you look at Fallout 1, it's deeper than that. To give you the scale, we have over 40,000 lines of dialogue, compared to a few thousand in Fallout 1.

Usually we start a conversation with an NPC with some flavor from the player, kind of the "how do you want to act towards this person?" Are you going to be nice, direct, polite, an ass? We cover it all. Some of my favorite player responses are simply "<Say Nothing>", and playing the silent type. But probably my favorite opening is the first time you talk to a Ghoul, one of the choices is "Gah! What the f*#$ are you?"

Depending on the character, there's usually a list of common questions about him or the town/area you are in. If it's quest related, it can get pretty deep with that character, as most have different paths to how you handle them. You can also use your Speech skill to persuade, and sometimes special dialogue options come up based on other stats, whether that is strength when talking to a tough guy, or options that come from perks you may have.


7) What can you tell us about the way Armor works, will it come as a full set or as parts, and how will it influence perception? Will there be a special HUD when wearing it?

It comes as two parts, the body part and the helmet. So you can mix and match. And then you can also put on things like glasses and other items. Different outfits also come with different stat boosts sometimes, and do more than basic "damage resistance". Like mechanic's coveralls that boost your repair skill, that kind of thing. We wanted a reason that you might wear clothes as well as armor. There's a merchant's outfit that ups your Barter skill for instance. When it comes to armor, and in particular power armor, yes it does affect some stats (Power Armor lowers your Agility). There is not a special HUD when wearing Power Armor.


8) How does the inventory system work? Is it slot based? Or a never ending back pocket like with the original games?

It's based on weight. No fiddling with slots. The Pip-Boy separates your items into categories for you – Weapons, Apparel, Aid, Misc, and Ammo. The "Aid" category is for things like meds, chems, food; anything that you can consume to modify stats. It also contains the books, as like Fallout 1, these are read/consumed and raise a skill (permanently). Also, Ammo has zero weight, as we didn't want the player having to micromanage that aspect.


9) Will the PC version of the game include some sort of SDK or level editor like Elder Scrolls games have? If not, might one become available via download in the future? And how about the console versions, what have you done to give them the same options PC players have?

It will definitely not be included on the disk. If and when one is available, it will be a free download. I wish I could promise that an editor will be coming and when, but I can't. Our focus is first and foremost the game, and it's a major undertaking getting an editor ready for release, and making sure the game plays nice with the data users create. That being said, we'd love to see it happen. We're really proud of our tools and what the community has created for Morrowind and Oblivion, it's really awesome stuff. It's one of those things that even if only a thousand people use it, they create enough great stuff that keeps the larger audience interested and going. I always found it a great "pure" RPG experience, creating your own stuff and sharing it, like a good DM. I still have "Stuart Smith's Adventure Construction Set" for the Apple 2 on my shelf. I have no doubt that Fallout would benefit from such a thing as well, so we'll see what happens, it's not something we can just throw out there.

As far as consoles go, that's not happening for this game and user content. It's something we keep talking about with Microsoft and Sony, but there are a lot of barriers there right now, from delivery to security. We'd love to see that happen. I'd love to see Oblivion content created by PC users available to all platforms, because the data is the same, most of them would pretty much "work" right away.


10) How advanced will the AI of NPC's be this time around? Are they really going to have a life? Speaking to other NPC's in a logical manner, traveling and trading with/in faraway places, Submitting to the player rather than fighting if they know, or think, they're no match for him?

I wish I could answer with a number, like "it will be 17 advanced." AI is difficult to define, the NPCs certainly appear much smarter than our previous stuff, by a lot. Much of that is us giving them better data, massaging what they do so the player gets to see more of it. We added a lot of animations, so people in town are doing more. They "seem" to be interacting with the world in a more realistic manner, but that usually means going up to something and playing an animation. It can be something really simple, like we added "lean against wall". It's funny how something that small can give life to a person. They walk into a space, and just lean against the wall, arms folded. Like Oblivion, we use our Radiant AI system, so most of the NPCs eat, sleep, work, etc. I think we take it for granted now, but it's pretty great to have that level of control. We've also done a lot to the conversation system, which makes them seem a lot smarter, but again, that's better data, not a new system.

On the technical side we spent most of our time doing an all new pathfinding system. Morrowind/Oblivion use nodes for pathing and Fallout uses a navmesh. This is the difference between an NPC having a valid point to stand on (node) versus an area to stand in, or walk around (mesh). You can do much more sophisticated actor movement and behavior with a navmesh, and I think you'll see the results onscreen, especially when the bullets start flying. The actors do a great job of finding cover and using the space well, something we could never have done with pathnodes.

In terms of the NPCs traveling around, many travel around town, and some travel the wasteland. There are a few caravans in the game that go from town to town trading. Radiant AI handles something like that really well.

Lastly, as far as submitting to a more powerful foe, yes they do that, in that they run away. If they're overmatched, they holster their weapon, flee and try to hide. While this sounds cool on paper, it's often not fun at all, and we've ended up really dialing that back, because it gets really annoying really fast, to have people run away all the time. The main faction that still acts like this are the Raiders, the others don't do it so much.


11. How common are the 'Dungeon' areas, and do they play a part in the main story, or are they isolated side quests of their own with little bearing on the outside world. And regarding the creatures inside the dungeons, do they re-spawn or can players clear the area permanently?

They are common, and play a part throughout the game, whether that's the main quest, side quests or just exploring. To even get to downtown DC you're going to have to go through some metro tunnels. And then when you are downtown, the whole thing is like one giant "dungeon". Any structure of size, an office building, destroyed factory, school, hospital, you name it – we use all of these as "dungeons".

Most of these do not respawn, once they are cleaned out, they are clean. Some respawn for specific reasons, and some have a limited number of creatures respawn to keep it interesting if it's a huge area that we don't want to feel "dead" later on.


12) From the four archetypes (Charisma Boy, Stealth Boy, Science Boy and Combat Boy) which of these are carried over into Fallout 3 and to what degree will that change the gaming experience? Will it change our starting equipment? Will the rewards and/or results of quests actually differ depending on the way you play through it or the way you play at all?

Actually, we think of it purely in terms of skills. How useful is the particular skill? As much as possible we want the choice for which skills you are going to use to be even, so "Science" is one skill, but there are many combat skills. I can definitely say that what skills you focus on is the largest element in how the game plays for you. Skill choice does not change your starting equipment. And as far as quest rewards, yes, many, but not all, have different rewards for not only the outcome, but how you achieved it.


13) What will the map travel look like? Is it a dotted line that slowly crawls towards the destination on the map, or Oblivion-type fast travel? And will there be random encounters during said map travel?

It works like Oblivion, it's a system we got great feedback on from that game and while we tossed other ideas around, it works best for us. It has a different flavor than Oblivion, in that when the game starts you don't know any locations, so you have to discover everything on foot, by yourself. The world map only acts to get you back to places you have already been.
There are no random encounters while you fast travel, but there are random encounters while you walk around. We actually have a great system for random encounters in this game that we're really proud of.


14) How much diversity will there be in the factions (and structures of factions) found in Fallout 3? And what can you tell us about those factions and inter-faction politics?

They all have it to some level. Some of that is hard to see as a player unless you really look, we only shove it in your face where it makes sense. I think the Brotherhood of Steel is probably the one players will get a feel for the best. See Emil's dev diary for a taste of what the Brotherhood is going through.


15) How will the real-time combat skills work? Will the chance of missing be larger as the skill is lower, or does it affect the amount of damage done? Or will this be featured in weapons swaying and/or recoil compensation?

The skill affects both how well you aim (your hand wobbles on screen), and how much damage you do with a shot. Over the course of the project, we really dialed back the skill wobble, and dialed up the damage effect. It's really not fun to miss all the time, it just made the game feel terrible. You can also "aim", like many shooters. You use the right mouse button, or left trigger on a console, and your character aims at the target. You can't run while you are aiming, but it negates most of the skill wobble. Not all of it, but enough to compensate for a really bad skill. What you find is, as your skill raises, you don't have to rely on aiming as much, so it's a good balance.

Keep in mind the guns have condition too, which affects how much damage they do as well. The gun condition used to also affect rate-of-fire as well as the spread of bullets, but we took those elements out, it was just too much going on, and you usually started the game with a bad skill and a bad gun and it just felt "broken", with bullets shooting off in all kinds of crazy directions. Now the gun condition affects damage and how much the gun jams when you reload it, which ultimately equates to a rate-of-fire, but feels better when playing.


16) What will be the interaction between two aggressive NPC's (or creatures) in regards to each other? On a scenario where a couple of ghouls and some mutants are at a close distance do they fight among each other? Do they ignore you? Do they both attack you? Will they follow you until you reach the next town?

They don't treat the player any different than anything else. In the case you laid out, they fight each other. One may switch to you for any number of reasons, but you aren't deemed "special." As far as enemies following you, yes, they can follow you for a while, but we eventually have them break it off so you don't train legions of mutants back to other areas.


17) How much can you tell us about the stats, skills, traits and perks featured in the game? And what skills/perks were carried over and which were dropped from previous Fallout games? And why choose the ones you did carry over and why did you not choose the ones that were dropped?

Big question, and I can't discuss all the specific stats yet. I do know the skill list is coming out in a few weeks, perhaps by the time you read this. Perks will not be until much later, as we're still doing some final tweaks on them. I think when you see the skill list, the choices will be obvious, and they're the ones most of you would agree with.

Ok, time for some, perhaps, bad news. Traits have been rolled into Perks. That was a hard decision for us, and one that took, literally, years. We kept coming back to it, and re-discussing it, and once we were playing the game, found that the difference between the two systems was so similar that even half the entries in the community "design a perk" contest were actually traits. Take "Bloody Mess" for example, probably the most famous trait. Is the game really more fun if that can only be taken at the very start? Why can't you pick it at level 6? What's so important about having it only at the start? The perk choice is probably one of the most fun parts of the game, and to relegate certain ones to only be chosen when you first start, before you've even played the game and know how any of it feels, just didn't prove as fun to us. How do you know you want Bloody Mess if you haven't seen how bloody the current mess is? (did I just type that?) Anyway, trust me when I say this one was a debate, a long one, and a decision we're not naive enough to think will be understood or applauded by everyone.

Anyway, many traits from Fallout return, but as perks. And many perks return, as perks. Another change over the last year is that you now pick a perk every time you level, and the perks have been balanced accordingly. Like I said before, we found the level-up-pick-a-perk experience to be so enjoyable, it was actually confusing people why they couldn't do it every level. Perks also still have prerequisites for certain stats, including your level. New perks open up at even levels, so while you still get to pick a perk at the odd levels, you won't see any new ones based on your level, but may see a new one based on say, your Science skill.

The good news is that there are a ton of perks, around 100 if you include the multiple ranks. And with a level cap of 20, you still have only 19 times you get to pick one, so you need at least 5 playthroughs of the game to use them all. It was important to us with all of this, that the choices were hard for the player, no matter what the skills/traits/perks were, and that you couldn't see it all the first time through.


18) How far will physical character creation be able to go? That is can we go so far as to add scars and tattoo's in player selected places? Can we decide the body type, facial appearance etc? And will stat changes or fights or anything else later in the game change that appearance?

You get to create your face, but not your body style. You choose your race (Caucasian, African American, Hispanic, or Asian) and sex (Male or Female). You can manipulate your face any way you want, shaping it to your liking. We also have a number of "preset" faces, so you can start with a decent looking face. You can also pick your hair style and color. There are not scars or tattoos you can pick. But, there are beards. And not just any beards. We have them all. We have the most ridiculous list of beards in any game, ever. One of our artists went crazy with beards and didn't stop. We've joked about making a prerelease video of "the beards of Fallout 3". Anyway, they look great. Lots of cool hairstyles as well, from 50s style normal, to half shaved wasteland Mohawks. There are also some ways to "get a haircut" and change your hairstyle later in the game.


19) Will the PC be able to crouch, kneel, lie down, and climb? And what are the benefits to that overall and in a combat situation?

You can crouch, this is good for taking cover and also acts as "sneaking". When you do so, you get an indication of how well hidden you are as well. You cannot kneel, lie down, or climb.


20) What sort of weather effects will we be seeing and will it effect the game play in some manner (e.g. change the landscape, people get off the street to take cover etc.) or is it more or less just 'eye candy?

Other than different cloud types that come and go, there are no other weather effects. We toyed with rain and windstorms but decided not to do them.


21) What can you tell us about companion NPC's? About their limits, their abilities, how everything works exactly.

There are a very limited number of them and they are hard to get. Not only do you have to find them, your often need significant money, and you also need to have the correct karma for many of them. Some won't come with you if you don't "match" with them.

They are pretty special though, they have great personalities and we've found them great fun to play with. You can also give them stuff, that they will use, so it's fun to give them weapons and armor you aren't using and watch them play dress up and use other weapons. But we're careful not to overpower them, so for them to survive, you need to manage them a bit. You'll want to give them stimpaks to heal, and better weapons, etc.

You can only have one follower at a time, you have to "fire" the one you have to get a new one. Except Dogmeat, he's special, you can always have him with someone else. Lastly you can also give them some basic commands, like how they should fight, whether to wait for you, or to go someplace else.


22) How much will the main storyline tie into the storylines of the previous games? And how have you worked towards making it both accessible to new players and recognizable for veteran players? And do you think it will feel more like a reboot of the series or a continuation from the previous games?

It has the themes of the previous games, but is not a continuation of that specific story and those locations. Events from the previous games are referenced, sometimes subtly, sometimes very specifically, but if you never played the first two, you wouldn't even know, it just feels like good history you'd see in any "first" game, for how the world is the way it is. If you're a fan, I think you'll get it all. At the same time, I've never really viewed Fallout 2 as a direct continuation, since it's not a "here's what the hero did next" sequel, it has a decent sized distance from the first. I think if you look at our Elder Scrolls stuff, and how we keep the timeline and overall world moving forward, but each game is its own thing, that's how we approach this.


23) One of the previews mentioned perception effects when you see enemies on your radar. How does the player's Perception affect the radar's maximum number of targets? Should we think of something along the lines of Counter Strike, or a quest compass like Oblivion had? And if it's the latter, are we able to toggle it?

It's most like the Oblivion compass, and "ticks" appear on it when you "perceive" other NPCs or creatures. If the creature/NPC is hostile, the tick will appear red. If not, it appears green. No, you cannot toggle it off unless you toggle off the entire HUD, which you can do.


24) Will it be possible to finish the game using no weapons but only hand to hand combat? And when you level that skill up, do you just do more damage with the attacks you already have or do you learn different and more moves?

Playing the whole game with only hand-to-hand wasn't a goal of ours. I'm 99% sure you can, but it will be hard. As your Unarmed skill number goes up, you do more damage. There are also weapons you can get to use with this skill, like brass-knuckles. Lastly, there are some perks that give you special things like new moves.


25) How much of a role does morale or fear play for an enemy? And how much difference is there in intelligence and combat tactics found in different enemies?

Like I mentioned before, they have a "confidence" setting that determines when and if they will flee, but we've dialed it down a lot. NPCs, for the most part, are much smarter than creatures, but mostly because they simply can do more. They can use any number of weapons, take cover, and use chems. They'll even pickup weapons lying around. Super Mutants can do the same. You think you've played it great when you take out the arm of one Super Mutant and he drops his mini-gun, only to see another one pick it up and use it on you. We've really tweaked how they play depending on their equipment and the area they are in, and I'm really happy with how that part turned out. I think that ends up being the pure "meat" of the game – exploring a space and using your skills and equipment to deal with the enemies there.

Do we gaze at the stars because we are human...
Or are we human because we gaze at the stars?

当星光将箭头融化,当流水与天堂相连,人们看得到他的丰功伟绩吗,人们知道他自愿成为替罪羔羊吗?

TOP

在我看来,Bethsoft是打算出 资料片了

很多东西都照搬老头,你蹲下,就是潜行。你没办法爬,也不能躺到地上。。。。

另外,天气只有云的变化,没有雨也没有风!!!

我现在正在打算取消 订购的Collector Editon

也许,这个游戏,我下个盗版就够了

Do we gaze at the stars because we are human...
Or are we human because we gaze at the stars?

当星光将箭头融化,当流水与天堂相连,人们看得到他的丰功伟绩吗,人们知道他自愿成为替罪羔羊吗?

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NND!!! 这TM还叫辐射吗???我不玩了,坚决抵制!!!话说我就不明白老头4有啥好玩的,自由度可不等于瞎转悠,自从F3公布后光看设定图就很不爽,变种人和僵尸看起来都象是从生化危机里出来的,哪有一点辐射系列的味道?就这点诚意还能拿E3最期待游戏???看来不是我有病就是美国玩家有病...

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他们是怕在很多国家被禁止发行而做的改动吧,貌似在澳大利亚就被禁止了,为了钱钱他们屈服了

TOP

不给杀小孩还是可以原谅的,其他的就太………………

TOP

杀小孩会增加游戏评级上的麻烦,不能干掉关键npc倒也不是什么太大的问题,毕竟他们也没有安排那些其他路径
我的梦想是,成为世界。

一个装着糊涂虫的木桶,你偶尔会听到里面传来嘟囔声。
http://blog.sina.com.cn/theeye

TOP

汗。。。杀小孩也就是游戏中的一个小小的花絮,为了这个花絮就说f3不好,未免舍本逐末了。
其他的几条:
不能杀关键NPC,f2也不能杀,长老和船长一杀就game over,其他人能杀只是因为他们都不关键。。。完全可以不做这些任务。
至于开放问题,这也是没办法的事,毕竟各国都是有类似广电总局这样的傻缺机构的。一个明显的例子是,因为某些鸟宗教组织说万智牌是教唆魔鬼崇拜的游戏,结果卫生纸被迫把demon的生物类型全改成了beast。到最后自嘲地出了一张“深渊魔王”的牌来开涮。
天气变化,辐射系列有过天气变化吗。。。
这些细节都不是问题,只要能够保留辐射那种浩劫之后的颓废的风格就算成功。而这只有等到游戏出来玩了才能知道了。

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个人感觉上古4的游戏性还是有可圈可点之处滴,但是相对当年辐射的创新性,那还是未够班,同样现在辐射3也许能成为一个游戏性过得去的游戏,但是还是对不起辐射这个名字

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晕,还是那个废土吗,简直比法制社会还法制社会嘛,废土是个弱肉强食的世界,在这个法制缺失,道德沦丧的世界,人性的挣扎与命运的反抗才是辐射系列的主题,1代和2代所有的这些无约束的设定,正是为了考验玩家在这个世界里所树立的世界观,貌似自由的设定却是对玩家人性的最深层次发掘,这也正是这个游戏的魅力所在。B社这一下算是断了众多铁杆FANS的念想了

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暗流原来早有翻译,火星啊火星
辐射3官方25问中文版
这个东东本来是我在奥德赛公会论坛翻译出来贴上去的,结果回头一看咱13号避难所居然没有这种基础信息,赶紧贴了过来,老规矩,要看的不用掏钱,把脚底板交出来~

1、以下的哪些内容将会在辐射3中出现?恋情、性、同性恋、裸体、卖淫、奴隶制、吃人肉、小孩、孩童杀手、兴奋剂、毒瘾?如果其中有些不会出现的话,您能解释一下原因吗?

游戏中会包括你提到的大部分内容,小孩,兴奋剂和毒瘾都会出现,还有一些你提到的其他事物,但是裸体和孩童杀手不会包括在内,我并不觉得那是提升这个游戏品位特色的好主意。如果你审视一下辐射一代,以及这个系列的发展轨迹,你会发现你提到的那些东西以及它们代表的特色元素在辐射三中都将会以一个适当的比例展现出来。兴奋剂和毒瘾也许会占相当大的戏份,并且在游戏流程中成为一个重要元素。我想,你问题的核心在于“是否那些有点粗俗和成人意味的成分在辐射3的世界中要比前代出现得少?”我可以肯定地回答:“并非如此。”

2、小孩子和那些非任务平民会正常承受那些意外事件或者蓄意造成的(致命的)伤害吗?还是他们拥有特别的伤害减免待遇呢?关键任务npc呢?请尽可能地进行详细说明,特别是你们为什么要这样选择。

你不能当孩童杀手,这是有很多原因的,有些是非常基本的,比如我们没法让允许杀小孩的游戏获得发行许可。这可不是什么推托借口,我们绝对不想让自己的游戏里面出现那些会把幼年顾客赶跑的设计(由于游戏分级系统),在我们的初始设计当中就是这样考虑的。我们还没有决定怎么处理你开枪射击小孩和任务npc的情况,但我们很清楚那样引起的死亡会被绝对禁止的,我们会考虑就此开发一个适当的系统,况且,一旦遭到攻击,孩子们会逃走,而任何在场的遵守常规秩序的npc或是孩童的看护者都会立刻向你还击,我相信你会得到“令人满意”的结局,我们已经给你准备好了“有力的答复”。

至于那些关键npc,他们会失去知觉,倒下,然后过一小会儿再爬起来,这个设计以前被证明很有效,所以我们将会延续使用它,但是我们并不禁止你向看到的每个人开枪,这仍然能收到一些效果(至少在他们晕倒的时候你能躲开他们的纠缠),我想告诉你的是,这些无法杀死的npc在我们设计的巨大数量的人物当中只占很少的一部分,但有时候我们确实不能让你杀掉某人。

3、你可以描述一下你们在任务系统设计当中关于“选择和结果”的安排吗?你们能够突破那种简单的“善良、邪恶、中立”或是“正面、反面、无影响”的套路吗?并且,在辐射3中你们安排了其他方面的选择吗?政治?哲学?总而言之,你们打算给玩家提供多少自由度?那些灰色区域?

这些确实将会取决于任务设计,但那不是很简单就能说明的,有些任务当然有简单的善恶之分,比如炸掉核能电厂,这很明显会对整个城镇造成严重的辐射污染,谋杀无辜者同样是明显的罪恶,在游戏中从始至终,你的命运都是可以改变的。同样,帮助别人解决困难是善良的,捐款,寻找水源,以及更多。这些都是游戏中明显的例子。我相信有很多玩家乐于扮演善良或者邪恶的一方。灰色区域同样包含许多任务,那里的整体氛围是“坏”的,有些像是没有胜利者的游戏,而他们必须通过一些艰难的选择来结束任务,这正是那些非常接近现实的部分,而我们也相信自己没必要生硬地把这些情况简单标上“善/恶”的牌子。

4、游戏中大部分的非人类种族都是顽固的敌人,还是其中有一部分是可以进行交涉的甚至在适当的情况下招募成为队员?

大部分是敌人,但不是全部。当然,有些可以交涉,甚至雇佣。

5、在一个地区犯下的罪行会被所有地方的所有人知道吗?还是它只会被当地人知道?

那将被限制在你犯下罪行的区域,我们还设计了城镇和派系。因此在一地犯下罪行不会在外地遭到通缉,但是对某个组织(比如钢铁兄弟会)犯下的罪行则会遭到整个组织的全面追击。

6、你能向我们展示一些对话分支——那些多元化的选择能够提供给玩家的吗?

我恐怕这里没有足够的空间来展示它们,它们相当庞大。在3代当中我们有4万行对话,而辐射1中只有区区几千。

通常,我们会让对话从那些具有特色的npc身上展开,诸如“你看到xxx,你决定对他……”这样,你打算使用善意、直接、礼貌、还是傻不啦叽的态度?我们包括了所有这些可能性,有些我相当喜欢的玩家会选择“不说话。”然后扮演一个沉默的硬汉。不过我最喜欢的对话之一是当你第一次遇见一个僵尸的时候,其中一个选项是:“嘿!你他X的是什么东西?”

根据npc角色的不同,他们往往会有一些对自己或是所在环境的基本描述对话,如果你选择恰当的话,就能对这些角色拥有更加深刻的了解,这完全取决于你对状况的处理,你还可以使用口才技能来劝说一些人,有时候,特殊的对话会因为其他情况而触发,比如你的力量型人物在和一个壮汉交流时可能发生的状况,而另一些则取决于你是否拥有一些特殊的技能、特长或称号。

7、
关于盔甲方面你能够告诉我们什么?它们仍然是以一整套出现,或者现在可以自行选择身体各部位的装备?对外观和能力又将有怎样的影响?会有特殊的HUD(这个简称我不是骨灰实在搞不清楚了)吗?

盔甲将包含两个部分,躯干部分和头盔,所以你拥有了搭配的选择,你同样可以戴上墨镜或者其他东西。不同的装备还将带来其他方面的影响,而不仅仅是基本的“伤害减免”功能。比如机械师外套能够增加你的修理技能,诸如此类。我们会设计一些理由让服装选择和盔甲配备同样重要。打个比方,如果你穿上商人的外袍,在交易中就能获得更好的折扣。至于装甲,特别是动力装甲,确实会导致一些惩罚(动力装甲会降低你的一些技能)。穿着动力装甲时没有特殊的HUD。

8、关于物品栏呢,它有容量限制吗?还是玩家能拥有无限容量的背包呢?

你的物品携带建立在负重,而不是空间上。Pip小子会帮你将物品进行分类——武器、服装、消耗品、杂物、弹药。“消耗品”包括药物、食物之类,还有技能书。此外,弹药的重量为零,我们不希望玩家在这上面烦恼。(暗流注:这是我看到的第一个该死的蠢做法,方便,但是无趣,或者也许3代的弹药消耗量会非常大)

9、pc版本会包含软件开发工具包或者等级编辑器这些内容吗,就像上古卷轴那一类的?如果没有,将来有可能通过网上下载一个吗?那么典藏版呢?其中会比普通版本多哪些东西呢?

我可以明确地说,光盘当中不会包括那些东西。不过当我们制作出一个以后,我们将会提供免费下载,我非常想向你们保证编辑器即将发布并指出具体日期,但是我做不到。我们目前的首要目标是完成这个游戏。而制作一个可供广泛传播的编辑器是一件相当繁重的工作,尤其是我们还得保证编辑者额外添加的数据能够在原始程序上良好运行。这就是说,我们会很乐意看到有大量的玩家去使用这个编辑器。我们对上古卷轴系列编辑器的效果感到非常自豪,可以肯定的说,即使只有一千人来使用这个编辑器,他们所创造的新事物也能够让众多的玩家对我们的游戏保持热情。我一直感到这是一种非常“纯正”的角色扮演经验,自行创造素材并且和其他人进行分享,就像一个好的地下城主那样。我仍然保留着为苹果2型设计的“斯图亚特 史密斯冒险模组”,我毫不怀疑辐射世界也将通过这样的方式获益,让我们拭目以待,我相信这个编辑器绝对不会被否决掉。

10、这一次npc们会拥有怎样高超的ai?它们会真的拥有自己的生活吗?与其他npc进行有逻辑的对话,到遥远的地方去旅行或是交易,在知道自己无法胜利的时候向玩家屈服而不是死战到底?

我恨希望自己能够用一个数字化的答案来回答你,比如“这一次我们提升了17个等级”,但AI并不是可以这样简单描述的,NPC们毫无疑问会比我们的任何一款前作中的都更加聪明,我们给他们增加了更多的背景资料,设定了他们的行动,玩家将会明确体验到这些。我们添加了许多脚本,城镇居民们现在会有更多的动作。他们“看上去”将会与周围的环境进行一种有效的互动,但是那往往意味着是在执行某个预设的动作或脚本。有些是非常简单的细节,比如我们增加了“靠在墙上”这个动作。有趣的是,即使一些最微小的动作也可以使npc显出自己的个性,他们走进某个地方,然后靠在墙上,叉着手。我们使用了上古卷轴里面的“容光焕发”( 我不知道是不是应该这么翻,我对老头滚动条知之甚少)AI系统,所以大部分npc都会进食、睡觉、工作、等等。我们现在会把这些当作习以为常的事情,但是那实际上需要相当高端的控制。我们还在对话系统上下了很大的功夫,让他们显得更加聪敏,但是再一次,这依靠的是更好的资料设定,而不是一个新的系统。

在技术层面,我们把大部分的时间都用在打造一个全新的寻路系统,上古卷轴使用的是节点路径而辐射系列使用的是网状路径,这就决定了npc的行动路线会有多么灵活。在网状结构下你可以让npc做出更多精密的行动和举止,我相信你可以在银幕上发现这些成果——特别是当子弹开始满天飞的时候。他们会做出更加优秀的动作,例如寻找掩护和利用空间,而有些时候我们很难用节点路径达到预期的效果。

至于npc的移动,许多人会在城镇中自由行动,有些会在废土大陆上履行,还有一些人在城市之间游商,“容光焕发”AI系统在处理这些事情上相当出色。

最后,关于向更强力者屈服,是的他们会这么做,他们会选择逃跑。一旦不敌他们就会四下逃散,他们收起武器,跑得飞快,并且试图把自己藏起来。但是这些在纸上谈兵的时候显得很酷,但通常情况下一点都不好玩,我们最后决定还是不要让这种事情发生太多,因为如果玩家总是不得不把每一场战斗变成持久的追杀,他们很快就会非常厌烦的。

11、地牢部分会占多大的比例?它们会与主线剧情有很多交互吗?或者它们仅仅有一些独立的支线情节而和外面的世界没多少联系?而这些地牢里面的生物会重生吗?就是说玩家可以反复清理这些地下城吗?

地牢会常常出现,作为游戏的一个组成部分,无论是主线任务,支线任务还是仅仅额外的探索。有时候为了到达某些城区,你将必须通过一些下水道,而当你进入那个城区,整个区域就像一个“地下城”,所有这些建筑,办公大楼,毁坏的工厂,学校,医院,任何你想的到的东西,我们会把这些都布置成“地下城”。

大部分生物都不会再生,一旦他们被干掉了就不会再次出现,有些重生是有特殊理由的,而另外一些较大地图上的生物能够重生是因为我们不想让某些玩家需要反复经过的地区太早显得死气沉沉。

12、以下四个典型(说服类,盗贼类,科学类以及战斗类人物),将有哪些被带入辐射3的世界当中?这种不同的人物类型将在多大程度上改变玩家的游戏体验?它们会影响我们的初始装备吗?而报酬和任务结果会因为你的游戏方式而产生真正明显的不同吗?

实际上,我们觉得这些都完全在技能选择上体现了出来,特技究竟能发挥多大的用处?我们尽最大可能让每一种技能都能得到充分的运用,因此“科学”将是一种技能,但是我们还有更多的战斗技能,我可以明确地说你对技能的选择将极大地影响游戏的进行方式。技能选择不会影响你的初始装备。至于任务报酬,是的,许多,但不是全部,报酬的内容不仅取决于你达到的结果,还有你选择的手段。

13、大地图上的旅行会怎样表现?我们将会在大地图区域缓缓地移动,还是会进行一地到另一地的快速旅行?会出现随机的野外遭遇吗?

这一次的设计更像上古卷轴,关于这个系统我们得到过非常多的反馈信息和设想,但是目前这个效果是最好的,不过和上古卷轴稍微不同的是,在游戏之初你并不知道任何地点,你将必须亲自去探索那些区域,而世界地图仅仅能够让你回到那些你已经去过的地方。

如果你选择快速旅行,就不会遭遇随机事件,但是如果你到处转悠一下就能碰到,实际上,我们在游戏中设计了相当数量精彩的随机遭遇。

14、在派系的种类和组织方式方面会有怎样的多元性?你能够告诉我们一些关于这些派系和派系之间关系的事情吗?

这些都会在某种程度上体现出来。不过有些对玩家并不那么明显,除非你真正认真地去发掘。我们只在那些真正有意义的地方安排了这些,我想钢铁兄弟会给玩家的感觉会相当不错,当你看到埃米莉的日志以后你就能了解到兄弟会正在往怎样的方向发展。

15、即时战斗技能将如何生效?技能的低下会导致命中的降低还是伤害的减少?或者这些将会在武器控制力和后坐力方面体现出来?

技能高低会同时影响你的准头(你的准星会晃)和伤害。不过总是打偏也并不有趣,只会使游戏令人难受。你还可以选择“瞄准模式” ,正如其他枪手做的。按住右键,或是松开扳机一会儿,你的角色会自动瞄准目标,不过在瞄准的时候无法奔跑。这能解决很多技能不足时导致的准星晃动,不是全部,但确实能够有效弥补你那糟糕的技能。当你技能提升以后,你会发现自己就不需要那么严重的依赖瞄准了,所以这是一个不错的平衡。

注意,你的枪械同样会有保养状况的问题,这会在伤害上体现出来。真实情况下,枪支的状况还会影响射程和子弹散布,但是我们拿掉了这些元素,因为那些会很麻烦,更不用说玩家往往都是以很烂的初始能力和一把几乎要报废的枪来开始游戏的,那会导致子弹乱飞,干掉任何方向上的人……现在枪支的损坏程度只会影响伤害和装弹的时间,这些都是为了让游戏不至于过度令人恼火而进行的设计。

16、npc(或生物)之间会有协作和斗争的情况吗?当几个僵尸和变种人遭遇的时候他们会彼此攻击吗?这时他们会忽略玩家的存在吗?还是它们会停下来同时攻击你?它们会对你紧追不舍直到你离开这片区域吗?

他们不会对玩家有什么超出常规的举动,当你提到的情况发生时,他们会彼此攻击。其中一两个也许会因为某些原因把目标转向你,但你并不会成为一个特殊标记的靶子,至于敌人追击的距离,是的,他们会尾随你一阵,但是他们最终会停下来,你并不需要靠切换地区来躲避追杀。

17、你能告诉我们多少关于初始设置、技能、特征和特技在游戏中的体现?有哪些技能/特技是全新的,又有哪些是从前代当中继承的?你们选择的理由是什么?

很大的问题,而我现在还不能讨论所有的特殊初始设置,我确信技能列表几个星期之内就会完成,也许那时候你可以去看一看。特技不会比那个来的晚多少。现在我们仍然在对这些东西进行最后测试。我相信当你最终看到技能列表的时候,那些选择都将非常有个性,而你一定能够从中找到自己喜欢的那种。

好了,现在是宣布一些,也许是坏消息,的时候了。个人特征被糅合进特技当中了。这对我们来说是个艰难的选择,我们确确实实地在这个问题上争论了整年的时间。我们反复地讨论了这个问题,而当我们测试这个系统的时候,发现它跟原来那个之间的差距是非常微小的,实际上,玩家的个性特色会在游戏当中随着特技的选择而逐渐体现出来。以“瘟神”这个最具特色的个人特征为例。游戏真的会变得更有趣,就因为你在最开始的时候能够选择这个特征吗?为什么你不能在第6级的时候选择它?为什么在最开始拥有这个就那么重要?特技的选择是游戏当中最为有趣的部分之一,因此我们决定不要让玩家在尚未进入游戏体验的时候就被迫选择那些他们并不知道实际效果的特征。你怎么会知道你是不是想要“瘟神”,当你还没有见过游戏当中通常的血腥程度的时候?总之,相信我,我们为这件事争论了很长很长时间,而我们也没有幼稚到指望我们做的决定总能让每个人都满意。

总之,很多辐射世界的传统特征都作为特技延续了下来,而另外一些特技也都重新出现。另外一个最近的改变就是你可以在每一级选择一个特技,而且我们也为此就这些特技进行了相应的平衡调整。正如我之前所说,我们发现每一级都能选特技是一件非常令人愉快的事情(暗流:我有同感),实际上,真正难以理解的是为什么以前我们不让人们每级都这样做。当然,有些特技依然需要相关的先决条件,比如你的等级。新的特技会在达到双数等级的时候开放,因此在单数等级的时候你不会看到因为升级而出现的新特技,但是也许会发现一个由于你提升了科学技能而出现的新特技。

好消息是,将会有大约100种特技可供选择,如果你把同一特技的更高等级分开计算的话(暗流:听上去好像也不怎么多?),所以即使当你达到20级的时候,你依然有大量的选择,所以你至少需要5次游戏流程才能体验所有这些特技。这些对我们来说都很重要,玩家会发现每一次取舍选择都显得相当困难,不管他之前选择的技能、特征、特技设置是怎样的,因此你也无法在一次流程中就完全了解所有这些。

18、在角色身体方面我们可以做些什么?我们可以给自己的人物在自己选择的位置增添伤疤和刺青吗?我们能够选择体形和外貌吗?而辐射和战斗的影响会在之后的游戏流程当中改变玩家的外观吗?

你必须创建自己的脸部外观,但是体型不能改变,你可以选择种族(高加索白人,非洲人、美洲人、西班牙人或者亚洲人)以及性别(当然仅限男和女),你可以修改自己的面部特征,当然我们也提供了一些预设的面容,因此你可以直接以一张得体的面孔开始游戏。你当然也可以选择发型发色,不过我们没打算提供伤疤和刺青。不过会有胡须,不是简单的胡须,而是几乎所有你能找到的,我们的一位美工疯狂地着迷于胡须。我们经常开关于提供一部“辐射3之胡须”预告动画的玩笑。确实,它们看上去很棒。我们还有多种风格的酷发型,从标准的板寸到半个光头的印第安发型。而且在游戏中还能通过一些途径来“理个发”,改变你的发型。

19、游戏人物能够蹲、跪,躺倒和攀爬吗?这些动作能够在战斗当中提供什么好处?

你可以下蹲,这能够增加隐蔽机会并且达到潜行的效果,但你不能跪,躺倒和攀爬。

20、都有哪些天气状况会出现,它们会怎么影响游戏状况?(比如改变风景,人们离开街道去躲雨,诸如此类),或者这些仅仅是视觉效果?

会有各种外观的云彩,但是不会有其他天气特征,我们讨论过下雨和暴风,但是最终决定不做它们。(暗流:这算个有点令人失望的消息,不过也许这能降低配置要求)

21、你能告诉我们哪些关于同伴npc的事情?他们的人数,他们的能力,以及这一切是怎么运作的?

同伴的人数很少并且难以获得,不仅仅因为你得找到他们,并且你往往还需要花费一大笔佣金,并且他们中的许多人还有相性问题,有些人会因为你“配不上”而拒绝跟你走。

他们都相当有个性,并且具有独特的个人能力,而且我们发现和他们的互动会非常有趣,你还可以给予他们物品,看着他们换上新的盔甲和武器,不过我们也很小心不让他们过于强大,因此为了让他们生存下来,你需要为他们做很多准备,你会自然而然地帮他们准备治疗用品和更好的装备,等等。

你每次只能拥有一个队友,你必须“开掉”现在这个来让新的跟班加入。除了狗肉,他(原文就是he)是特例,你可以一直带着他外加另一个队员。此外你还可以给自己的跟班发布一些基本的命令,比如他们的战斗模式,到哪里待命,等等。

22、主线故事与前作有哪些关联?你们又是怎样努力让它们既能够吸引新玩家,又能够满足老玩家?还是你觉得本作更像是前面作品的续集?

主线故事传承了前作的主题,但是并不是前作剧情和场景的直接延续。前作中发生的事件可能成为背景,在游戏流程中或明或暗地被提到,但假如你从来没有玩过1、2代,你并不会感觉什么不妥,你会觉得这就像是那些设计的很好的“全新游戏”背景的一部分。而假如你是前作的死忠,我相信你将会发现那些关联。而且,即使在辐射2当中,我们也从来没有发现那种直接的显而易见的和1代的关联比如“这就是那个英雄在多年干了什么的地方”这样的描述,2代与1代之间保持着恰当的距离,我相信如果你看一看我们的上古卷轴系列,就能注意到我们是怎样处理时间线以及推动世界全景的发展,但每个游戏都拥有自己独特的内容,那正是我们要达到的目标。

23、在一个预览视频当中提到了感知力对于雷达索敌的影响,角色的感知力是怎样对雷达索敌起作用的?我们在谈论的是反恐精英那样的雷达,还是上古卷轴当中的任务罗盘?如果是后者,我们可以关掉这个罗盘吗?

这更像是上古卷轴的罗盘,而当你接近npc和生物的时候上面就会出现记号,如果这个生物有敌意,记号就会是红色的,如果没有,就是绿色。不,你不能关掉罗盘,除非你关掉整个HUD(这个词再度出现,这是啥东西?控制面板?),这一点你倒是能做到。

24、有可能离开武器而单用肉搏来完成这个游戏吗?当我们提升徒手技能的时候,你仅仅能提升攻击伤害呢,还是你还能学到新的攻击方式?

依靠徒手格斗完成整个游戏并不是我们的关注所在,我99%地肯定你能做到,但是那会比较艰难。当你的徒手格斗技能提升了,你增加的仅仅是伤害,但是有不少武器是可以配合格斗技能使用的,比如铜指节。稍后,你还能学到能够给予你新动作的特技。


25、敌人的士气是怎样设计的?各种智能生物敌人会采取怎样的战术动作?

如同我之前提到的,他们拥有“自信心”设计来决定他们何时开始逃跑,不过我们把这个设计弱化了不少。Npc中的大多数都比动物要聪明很多,不过通常只是因为他们有更多的动作设计,他们可以使用各类武器,寻找掩体,以及使用药物,他们甚至会捡起地上的武器使用,超级变种人能够完成所有这些战术动作。你正为自己打断了某个超级变种人的胳膊让他落下了大枪而洋洋得意,却发现另一个超级变种人捡起了这把武器开始向你开火,我们确实充分规划了他们的行动模式,那将会取决于他们身上的装备和周围的环境。我相信这会是本作的重头戏所在,探索一个地方,运用你的技巧和装备来对付那里的敌人。

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